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Re: Map Editing question
SMALL=1
LARGE=2 SEA=4 SOMEWATER=8 MOUNTAIN=16 SWAMP=32 WASTE=64 FOREST=128 FARM=256 NOSTART=512 MANYSITES=1024 DEEP=2048 CAVE=4096 FIRE=8192 AIR=16384 WATER=32768 EARTH=65536 ASTRAL=131072 DEATH=262144 NATURE=524288 BLOOD=1048576 PRIEST=2097152 EDGEMOUNT=4194304 |
Re: Map Editing question
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Re: Map Editing question
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Thanks again Edi, and thank you Ballbarian (though for some reason I keep thinking its Ballbrian).
And just so no one gets their hopes up, here's what my maps look like currently http://forum.shrapnelgames.com/image...ies/tongue.gif (attached) |
Re: Map Editing question
That looks suspiciously like the Middle East. Except it's somewhat green. http://forum.shrapnelgames.com/images/smilies/happy.gif
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Re: Map Editing question
Looks like you are off to a good start Agrajag. What language are you using?
(I was torn between Ballbarian and Ballbaby, and Ballbarian sounded more manly so I went that route. http://forum.shrapnelgames.com/images/smilies/happy.gif ) |
Re: Map Editing question
I am now confused by the masks.
What is the difference between "site location masks" and "terrain masks"? When I open a map file I see, for example, "#terrain 331 4194312" Which category does "4194312" fall into? I have never typed in that number. Whenever I want to change terrain types I just open the map editor and click away. (I'm a little less fastidious about province colors than most.) |
Re: Map Editing question
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That just proves that it can output maps that look realistic http://forum.shrapnelgames.com/images/smilies/laugh.gif Quote:
Though from a hard-core programming perspective you could argue I'm just using "OOP C" http://forum.shrapnelgames.com/image...ies/tongue.gif It'll probably look a bit better when I'm finished, but I'll get to beautifying it after I'm finished with the province setting stuff and with the border-determining-and-drawing stuff. (Luckily I've already got some algorithms in my head http://forum.shrapnelgames.com/images/smilies/happy.gif) |
Re: Map Editing question
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Re: Map Editing question
It is patently obvious that I've never used the site mask codes. I have only used #feature and #knownfeature.
You are going to have to walk me through this. Air and water site codes (from previous post in this thread) are 16384 and 32768 respectively, for a total of 49152. Using my example province, "#terrain 331 4194312", how would I put random air and water sites there? I see three possibilities: 1. Add the two values up - "#terrain 331 4194312" goes to #terrain 331 4243464 (4194312 + 49152) 2. Both are separate line entries - #terrain 331 4194312 #terrain 331 49152 3. There is a separate code for masks and used as a separate entry: i.e. (as a WAG) #terrainmask 331 49152 Personally, I am thinking choice #3. However, either way, I now am sure that this old dog won't be learning this trick. Thanks for your help Edi. |
Re: Map Editing question
The specialsite terrain masks just mean that in random site determination sites of those paths are favored.
#1 is the way it works. Final terrain mask is the sum of all applicable individual masks. Assigning sites by #feature and #knownfeature lock that site in stone, i.e. it's always there. The special terrain masks affect the probabilities of available random sites, so you are more likely but not guaranteed to get something. |
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